The Climax

True Colors of a Hero was an ambitious Total Conversion project built entirely by myself for Neverwinter Nights which unfortunately was never completed. During its 3 years of development I built everything from new gameplay systems to all new art (character, environment, pfx), all sound design and composition, level design and programming. Whilst the project never saw the light of day all content produced was released to the wider modding community.

 

 

The Climax is a battle track used during a section of the end game, written for the Neverwinter Nights Total Conversion, True Colours Of A Hero. Drawing on the leitmotifs developed for the world map theme (which aims to sum up the character’s journey), the track uses them to put the quest on a knife’s edge and show this final encounter will bring the game’s journey to a critical conclusion.

Clockwork Island
Lionhead Studios / Microsoft
Clockwork Island
Showreel 2012
Lionhead Studios / Microsoft Game Studios
Fable Heroes, Fable III, Level Design
Caves
Lionhead Studios / Microsoft
Fable Heroes, Level Design
Caves
Gravestone
Lionhead Studios / Microsoft
Fable Heroes, Level Design
Gravestone
Millfields
Lionhead Studios / Microsoft
Fable Heroes, Level Design
Millfields
The Game
Lionhead Studios / Microsoft
Fable III, Level Design
The Game
The Hole
Lionhead Studios / Microsoft
Fable III, Level Design
The Hole
The Climax
Music, True Colours Of A Hero
The Climax
Giants Of The Sierra
Music, True Colours Of A Hero
Giants Of The Sierra
The Catacombs
Lionhead Studios / Microsoft
Fable III, Level Design
The Catacombs
Crossroads Of Passing
Lionhead Studios / Microsoft
Fable III, Level Design
Crossroads Of Passing
Mistpeak Cave
Lionhead Studios / Microsoft
Fable III, Level Design
Mistpeak Cave
Reaver’s Mansion
Lionhead Studios / Microsoft
Fable III, Level Design
Reaver’s Mansion
Dark Sanctum
Lionhead Studios / Microsoft
Fable III, Level Design
Dark Sanctum
My name is Bryn Davies, and I've worked as a Developer since 2007 at companies like Lionhead Studios and Ubisoft Toronto. I say "Developer" because, whilst some of my time has been spent strictly as a Level Designer my actual role on my projects has been extremely flexible. I’ve covered a lot of game development disciplines, from Tools Programmer, Producer, Level Designer and Scripter. Recently I’ve worked as a Gameplay Designer, developing player characters with the character team and scripting prototype gameplay, as well as designing core combat and camera systems. Currently I work as Technical Director of Level Design at Ubisoft Toronto, which covers everything from tools development, pipeline and process, metrics, documentation, training and a great amount of technical issues to solve on a daily basis - just the way I like it!
Things that I love about my job: Complex technical / organisational issues, web development, documentation standards and systems, spatial cognition, prototyping, teaching.
I have a lot of history producing web content over the last 15 years and have used my skills in professional tools developement during several AAA projects. I also have a strong musical and technical audio background - I love playing the piano and previously trained as a Studio Engineer. Nowadays I still mix D&B and Breakcore when I get the chance.